Wii+Fit+Nutrition

Beth Rackliffe, Mechelle Reynolds, Lisa Waters || ||
 * ​ || =Wii Fit Nutrition Challenge=

Overview
With obesity rates rising, health care costs soaring, and an abundance of fast food at our fingertips, how are we to make sure we do all we can to make the right choices for our health? Wii Fit Nutrition Challenge is designed with your health in mind. Watch your nutritional insight climb as you guide your player through a series of activities created to both entertain and educate. With the use of the Wii fit board, you will feel your pulse race as you challenge yourself to make better nutritional decisions allowing you to burn calories as you learn about calorie intake.

In Wii Fit Nutrition Challenge, you can compete at various levels (beginner, intermediate, and advanced) based on your nutritional knowledge level as well as Wii experience. You will compete in a series of challenges by swaying from side to side, running, stepping, jumping, hopping and maneuvering in an effort to avoid unhealthy options and collect nutritional items. Complete all challenges at each level to earn your beginner, intermediate, and advanced Nutritional Guru trophies, and ultimately be crowned Nutritional Guru Champion. A fitness indicator at the top of the screen will help you keep a balance between your healthy decisions and your fitness obstacles.

//The challenges include:// BBQ Challenge - which 4th of July delicacy is best for your waistline? Buffet Challenge - Your faced with a huge spread of delicious foods - which ones should you choose and how much should you eat? Cafeteria Challenge - can you navigate the lunch line and make nutritional decisions? Calorie Challenge - Guess the amount of calories in each food correctly to beat this challenge. Conveyor B elt C hallenge - jump over bad foods and pick up nutritional foods as they come at you Cooking Challenge - butter or olive oil what cooking decisions should you make to keep your entrees healthy? Grocery S hopping C hallenge - can you fill your basket with healthy choices or is the junk food aisle calling? Holiday Dinner Challenge - can you enjoy turkey and gravy without needing a New Year's weightloss resolution? Party C hallenge - chips and dip or pizza what Friday night feast food will do the least damage? Pyramid Challenge - learn about choosing the best food from each of the nutritional pyramid levels Restaurant Challenge - what should you avoid when reading over that restaurant menu? Sporting E vent C hallenge - peanuts, popcorn, crackerjacks can you avoid the sports day pitfalls? Traveling Challenge - how can you sample the best of what your vacation without gaining? Vending Machine Challenge - what should you choose when afternoon snack time is calling?

Instructional Objective
After playing Wii Fit Nutrition Challenge players will be able to be make more conscientious eating decisions. The activities are designed so that players will gain a better understanding of what healthy eating habits should look like, and will have an opportunity to gauge their own nutritional life style with the nutrition tracker.

Learners
This game can be enjoyed by players of all ages. Anyone who wants to learn more about nutrition will want to play this game. However, since much of the game is directed at making the right nutritional decisions in given situation, the educational factor of the game will best be experienced by older children and adults who have decision to make about their food intake.

Context of Use
Our game is for use on the Nintendo Wii System and would therefore most likely be used at home. Since the game has different compeitive levels and various challenges, it can be played more than once. Players can choose to finish all challenges at one competitve level or choose to do their favorite challenge over and over again. Prior to the game, players will want to have their Wii fit boards and controllers in order to be able to participate in all challenges. The game is meant to informally educate people on nutritional decision making. The game can be played by a single player with some challenges being able to be played in multi-player mode. Multi-player mode would be a competitive play, while single player is more informative. Time length of the game depends on whether or not you are practicing challenges over and over or attempting to win all challenges at a given level. It can be played in short increments or for extended periods of time.

Scope
This game has 14 activities, each that can be played at 3 different levels.

The content for each activity will be based off of the food pyramid. More specifically we will utilize basic food choices like choosing french fries or a baked potato and with the help of nutritional information for each food, players will be able to compare foods and make educated choices on which is better than another.

Each activity has a preset timer of 2 minutes, however play may more or less depending on the success or failure of the player. This game can be played in short spurts or for hours at a time depending on what the player desires.

The main screen of the game will have two options: Personal Nutrition Assistant and Activities. Which ever option is the first option selected the player will be prompted to select their Mii.

//Challenges:// When player selects the Activities screen they will be taken to the activities screen where all 14 activities will be listed. When they click on their first activity they will be asked to pick their Mii and the level they want to play at. This information will be saved until they either choose to change their Mii or they want to change their difficulty level.

//Personal Nutrition Assistant:// When player selects the Personal Nutrition Assistant they are asked will be asked which Mii they are using, unless they have already selected their Mii for play during this session. The PNA screen allows players to input what they have eaten and track their nutritional intake for a meal, a day, or a week. They will be shown how they are doing with their personal food pyramid.

Object of the Game
The game has a variety of challenges and activities, each with 3 levels of difficulty. The goal is to obtain the Nutritional Guru Benchmark Trophies given for reaching the designated point level established for each level within each activity. Once all trophies have been obtained a special final activity will be unlocked for players to beat, and then the player will be crowned the Nutritional Guru Champion. Players also have the opportunity to go back and see if they can beat their previous scores to set records within the game.

Competing Products
The closest Wii game is the Biggest Loser Game: This game focuses on diet and exercise, but is a competition based game where you lose weight and compete against other contestants.

There are several computer based games that are similar in topic, but not in how they are played:

[|Nourish Interactive]: Chef Solus and the Food pyramid Adventure. It is designed for K-5. It allows children to learn about the food pyramid, as they explore why food is important, and what activity also does for your body.

[|Nutrition Explorations]: This we​bsite is formatted similarly to our game because it has a variety of activities all about nutrition. It is however a computer game and does incorporate entire body movement. [|Healthy Hurdles] board game is two fun games in one. Either compete to create a balanced meal or collect an item from each food group to win. Both games also require players to burn off excess food through exercise.  The [|Fantastic Food Challenge] game is a set of four games designed to benefit people who get nutritional aid such as food stamps. It helps them make better choices about the food they buy. The game is being distributed to those who teach food aid recipients how to be efficient shoppers.

In one game the player is given instruction on how to buy food at the lowest cost, store it properly and prepare healthy meals. Another involves placing baked beans, tortillas, frozen chicken and other virtual groceries into a cartoon-drawn freezer, cupboard or refrigerator. In another players turn over blank cards that flash a food and a menu item made with that ingredient, then try to remember which card had the milk that matches the macaroni and cheese. In another game players test their knowledge of the five food groups by dragging randomly generated items into the correct group. Players in another game use their math skills to figure out the best food deal.

They use an on-screen opponent which is a sore-loser robot that blows steam out of its ears when it guesses wrong. This game has the same types of principals with which we are foreseeing our game. We will not have individual games as they have, but will have several themed based challenges, which could be considered mini games. Each one requiring a different skill from the player. However, we will not have a steam-blowing on-screen opponent.

[|Nutrition Explorations]has several nutrition games. These are geared toward children. They are quick, easy plays which have limited motivation for returning. One is called Nutrition Exploration. The avitar walks along a sidewalk where food options appear. Player attempts to select just the nutritious foods. Player then gets to see if the choices they made will allow their avatar to race around the track. This is a simplified version of one of our challenges.

[|Kids Health] has a link to a few kids nutritional games. I would call them activities more than games. They are minimal and once a player has completed the few activities, there is not much motivation to return for more.

[|Wii Fit Plus]  –  Wii Fit Plus allows fro practice in fitness, balance and exercise. It is expanded from the previous Wii Fit game with new exercises and tools to personalize the players exercise routine.

The [|Biggest Loser Wii and DS versions] – Wii Biggest Loser is a mini-games which has many of the same features of the DS.. such as the nutrition planner. The Wii Balance Board provides workout games and two player support. This game allows for a customized workout routine complete with the time for focusing on different events. = =

=**Design Details**=

As with many of the games created for the Wii, Wii Fit Nutrition Challenge will have a cartoonish feel to it with wacky and colorful graphics and sounds. Realism is not the goal in the creation of this game, rather we want players to enjoy a childlike feel when playing the game. Cartoon-like sounds will be included (such as boings, dings, horns, etc) to correspond to correct and incorrect decisions. These sounds will be noticeable enough that players no without looking for point increases that they have made the right or wrong choice, but we will avoid overkill on sounds to the point that people feel a need to mute the television.

//Specific Elements// When the game begins, players will have a choice between playing the challenges or using the nutrition tool. The challenges offer 14 games centered around nutritional choices. The nutritional assistant will allow players to track body statistics and nutritional information. The nutritional assistant tool is not a game, but rather a tracking device for calorie consumption, body weight, and body fat percentage. Players can enter their statistics as well as their food consummed that day for analysis.

The Activities main screen will be a series of icons representing each of the various challenges. When players hover over the icon the activity name will appear as well as the current high score held for that challenge. Players can choose to compete in any of the 14 challenges. The goal of each challenge is to earn as many points as possible while trying to beat the clock.

All challenges follow the same introductory process illustrated below:

The level of difficulty changes as the player reaches certain bench marks within the challenge. In the beginner level the choice is relatively obvious, in the intermediate level the choices become a little more difficult to differentiate between, and in the advanced level players really have to look at the entire meal and figure out which is going to be a healthier option.

Each player earns a Nutritional Guru Trophy once they have reached a predetermined points benchmark for each activity. There are a total of 14 trophies that can be earned. Each trophy has space for 3 gemstones: a red ruby for beginner, a blue sapphire for intermediate, and a green emerald for advanced. Once the player has achieved again a predetermined points benchmark for each level they will earn a gemstone for their trophy.
 * Winning the game:**

Once all trophies have been obtained a special final activity will be unlocked for players to beat, and then the player will be crowned the Nutritional Guru Champion. Players also have the opportunity to go back and see if they can beat their previous scores to set records within the game.

**The Holiday Dinner Challenge** One such activity is the **Holiday Dinner Challenge** (can you enjoy turkey and gravy without needing a New Year's weightloss resolution? ). Players choosing to compete in the Holiday Challenge will begin by seeing a quick tutorial on how to use the wii fit board and the wii remote. Once they have reviewed the instructions they will click A to begin. A brief introduction to The challenge will begin with the players Mii sitting at a Holiday table. Across from them, a holiday hostess offers up plates of food to choose between. Players will have 2 minutes to earn as many points as possible. In this challenge, players will use the Wii Fit Board to choose between the left plate or the right plate (by stepping on the fit board with left foot or right foot). They will even get to choose the healthier desserts. Players will earn points by choosing the healthier plate in the least amount of time. More points will be earned for correct decisions made in less time. Incorrect decisions will result in a 10 second deduction in time. If players are unsure of which plate is the healthier option, hovering the remote above the plate will provide the player with nutritional information. This will allow them to make an educated decision rather than just having to guess. Here is a list of possible choices for each level of difficulty: As players make correct selections they earn 2 points. The faster they make a decision, the more plates they get to see. If they choose incorrectly they are docked time, and do not earn points. At the end of the game they are told their total score. If their points have earned them a trophy, or a gemstone a new screen will pop up celebrating the players success. At the end of the challenge they also have the ability to go directly to the tips section of the nutritional assistant in order to learn more about the difference between foods and why some things are better for you than others.
 * Beginner level -
 * Plate 1: Turkey breast, green beans, mashed potatoes w/gravy vs. Plate 2: Turkey drum stick, stuffing, mashed potatoes w/butter & gravy.
 * Plate 1: Roast beef, twice baked potato, macaroni and cheese vs. Plate 2: Roast beef, roasted red potatoes, cauliflower w/butter
 * Plate 1: Duck, green bean casserole, yams vs. Plate 2: Duck, peas, rice pilaf
 * Plate 1: Angel food cake, fresh strawberries, chocolate syrup, cool whip vs. Chocolate Mint Brownie, vanilla bean ice cream
 * Intermediate level -
 * Plate 1: Salad w/ vinaigrette, chicken breast, a wheat roll vs. Plate 2: Broccoli w/butter, chicken thigh, white rice
 * Plate 1: Turkey breast and garlic red mashed potatoes vs. Plate 2: Turkey breast with rice pilaf
 * Plate 1: Lasaugna and garlic bread vs. Plate 2: Ham and macaroni and cheese
 * Plate 1: Pumpkin pie and cool whip vs. Plate 2: Apple pie, vanilla ice cream
 * Advanced level -
 * Plate 1: Spicy tuna sushi roll, miso soup, 2 pieces of gyoza vs. Plate 2: Albacore Sashimi, miso soup, 1 egg roll
 * Plate 1: Slice of margarita pizza, sauteed escarole, garlic bread vs. Plate 2: Slice of cheese pizza, cup of minestrone soup, piece of bread
 * Plate 1: Roast beef and mushroom rice stuffing vs. Plate 2: Turkey breast and sausage stuffing
 * Plate 1: Scoop of cookie dough ice cream, cool whip vs. Plate 2: Scoop of vanilla ice cream, cool whip

//Outline for the other 13 games:// **BBQ Challenge** The BBQ challenge has players races through the crowded home of their famous friend the BBQ master. During this challenge players must maneuver through the crowds of people searching for the hidden healthy foods, while dodging agressive hosts and hostess as they try to give the player unhealthy foods, like deep fried cheese sticks, extra large bacon cheeseburgers, and high calorie beverages. The players use the wii fit board to walk around the area and go inside the house. The player has 2 minutes to find as many healthy food options as they can.

//Wii fit board and wii remote:// Shift weight from left to right, slightly picking up the heals, to make the wii walk around the party. Hold the wii remote horizontally with both hands to control the direction your Mii is headed. When your Mii finds the healthy food items point the remote at the item and hit A to select.

The goal of this challenge is to make as many healthy plates of food in the time allotted. Your Mii will be faced with several buffet lines. Cruise the buffet line choosing the healthiest options. When you think you have created a healthy plate of food bring it back to the table. If you were successful you will earn points and can go back to a different buffet line and make another plate of food. If your choices are not healthy, your plate will crash to the floor and you will need to go back to the line and start over.
 * Buffet Challenge**

//Wii fit board and wii remote:// Navigate the buffet line using the Wii Fit Board and shifting your weight left and right. When your Mii finds something he wants to add to the plate point the remote at the item and hit A to select.

Scan the lunch line looking for healthy options. When you see a healthy choice grab it and take it to the check out line. For every healthy choice you take to the check out line your Mii's health increases. Your health decreases for every unhealthy choice. Watch out for the lunch lady though. She is trying to get rid of some not-so-healthy food. Dodge the food as it is thrown to avoid decreases in your Mii's health. Keep your Mii healthy until time is up and you win the challenge.
 * Cafeteria Challenge**

//Wii fit board and wii remote:// Navigate the cafeteria line using the Wii Fit Board and shifting your weight left and right. When your Mii finds something he wants to add to the tray point the remote at the item and hit A to select. Use the Fit Pad to dodge items that are thrown at you by shifting your weight quickly.

In this challenge players will go to the calorie fair. They go from booth to booth guessing the calorie content of various foods. If they are close they get points, if they are really far off they lose time. Each booth has a themed food selection that will appear. The foods will appear one at a time, and the player must guess the calorie content by moving a number higher or lower. They will use the remote to lock in their guess. They earn points in a target format. Players earn 1 point if they are within 25 calories of the actual calories for the food item, they earn 2 points if they are within 15 calories, 3 points within 5 calories, and 5 points for being exact.
 * Calorie Challenge**

//Wii fit board and wii remote:// Navigate the fair using the Wii Fit Board and remote. When you are guessing the food calorie content step on the right side of the pad to increase the calorie guess. You can step on the left side of the pad to decrease your calorie guess. Confirm your selection by pressing A on the Wii remote.

In this challenge players must dodge unhealthy foods that are moving down the conveyor belt towards them. The player must avoid the bad foods by moving from side to side, and hopping over them. They do get points for hopping on the healthy foods. As the player advances the conveyor belt moves quicker.
 * Conveyor** ** B elt C ** **hallenge**

//Wii fit board and wii remote:// Move your Mii quickly from side to side by stepping left and right on the Wii Fit Board. To make your Wii jump bend your knees and stand up quickly (without having your feet leave the board).

Rachel Ray move aside. In this challenge players will be hosting their own cooking show on the wii cooking channel. All of the ingredients necessary for the recipe of the day will be in the cupboard and the fridge, however there will always be two options. As the player chooses ingredients a running calorie and fat total will be shown and the idea is to create a delicious meal without going over on calories and fat. If you go over calories and fat, that recipe is scratched and the player begins the next recipe from the beginning. This continues until the 2 minutes is up.
 * Cooking Challenge**

//Wii fit board and wii remote:// Navigate around the kitchen using the Wii Fit Board. Use the Wii remote to select ingredients by hovering over them and selecting A.

Guide your Mii up and down the aisles as you search for items on your grocery list. The longer you search for the item on your list, the more junk food that will appear in your shopping basket. You need to finish your shopping before your basket fills up with junkfood to complete this challenge. Once your basket is full the challenge is over so make sure you grab what's on your list and don't start browsing.
 * Grocery S hopping C ** **hallenge**

//Wii fit board and wii remote:// Navigate the grocery store using the Wii Fit Board by walking in place and turn using the Wii remote. When your Mii finds something he wants to add to the cart point the remote at the item and hit A to select.

Can you break your pinata before the computer breaks his pinata? Use your Wii remote to swing away at the worst party food choices. Several tempting party treats will appear in various places on the pinata. Use your remote as a bat and hit the food that you should try and avoid. If you hit the correct choices your pinata will begin to break. For every incorrect choice you make your opponent's pinata will weaken. Try and break your pinata first and you win the challenge.
 * Party** **C** **hallenge**

//Wii fit board and wii remote:// Hit the correct food by using the Wii remote. Swing your remote toward the option you are trying to select.

The Pyramid Challenge has the player racing around the outside of an old pyramid. As they race around the pyramid they will be climbing stairs, but each stair will contain a food image. Depending on the side of the pyramid they are on they can only step on the foods that fall into that category. For example if they are traveling up the grains side they will only be able to travel up the path by stepping on breads, rice, cereals, etc. If they step on something outside of the category they will fall down that side of the pyramid a couple of steps. They have 2 minutes to make it all the way around. Each time they make it to the end of the side they will be stopped by a pyramid guard and asked a multiple choice question about the pyramid they just climbed through. They will use the wii remote to select the correct answer, and then they will be allowed to enter the next side.
 * Pyramid Challenge**

//Wii fit board and wii remote:// The player will step in place to simulate climbing up the steps of the pyramid. The player will use the wii remote when promoted on the screen, mostly to answer questions. In this challenge the player has to maneuver through the menu maze to try to get to his/her table in the center of the maze. As they walk quickly through the maze made of menus from all over the world, they will be faced with obstacles, such as appetizers, desserts, and fried sides jumping out at them and they have to dodge them. Occasionally healthy food options will come along and the player has to walk through those in order to not be docked points. Some paths will be blocked by waiters ready to take the players order and the waiter/waitress will present them with a question about eating out. If they answer it correctly they will be allowed to continue forward. If they fail they will be sent to the grilled cheese sandwich corner and have to figure out how to get to the center of the maze from this new location.
 * Restaurant Challenge**

//Wii fit board and wii remote:// The wii fit board will be used to maneuver through the maze by softly stepping to make the Mii move along. They will step off to the left or to the right to turn corners, and they will use the wii remote to shoot at the unhealthy obstacles. Sporting E vent C ** **hallenge** Peanuts, popcorn, crackerjacks! Duck and dodge bags of peanuts and popcorn as you sit watching the baseball game. As your Mii tries to enjoy the game, vendors will throw bags of food and sodas in your direction. Use your Wii Fit Board to duck and dodge the item for the duration of the sporting event (time limit). If you fail to miss a temptation your Mii will gain weight - gain too much and the mission is over. Dodge temptations until time is out and you succeed.

//Wii fit board and wii remote:// Shift your weight left and right to dodge items. If you need to jump bend your knees and stand up quickly (do not actually jump on the board).

You are traveling the world on your bike. As you travel through each country you have to make decisions on what you will eat. If you make the wrong choices your Mii will gain weight and will not be able to bike as quickly. You are being timed so the goal is to visit as many countries as possible before you run out of time.
 * Traveling Challenge**

//Wii fit board and wii remote:// The player will stand with both feet on the wii fit board. To make the bike go the player must shift his/her weight from side to side in order to peddle. Using the wii remote held on both ends with both hands horizontally, the player directs their bike across the world map to their next destination. They use the wii remote to choose the foods they will eat by pointing the remote at the screen and hitting the B button. In this challenge your Mii is trapped in a giant vending machine. You must use the Wii fit board to avoid items as they fall. Your energy level will decrease with every unhealthy item that hits you. Catch a healthy snack option and your Mii will increase in energy. Play continues until the vending machine runs out of food or your Mii runs out of energy.
 * Vending Machine Challenge**

//Wii fit board and wii remote:// Shift your weight left and right on the Wii board to make your Mii move horizontally away from fallig items and to catch healthy snacks.

**Champion Challenge** This activity is unlocked once all Nutritional Guru trophies have been obtained and all gemstones have been acquired. Once the player successfully completes this challenge they will be crowned Nutritional Guru Champion. The challenge is setup like the player is at an Olympic event. It will be a fast paced obstacle course where the players will maneuver through various stages. They will begin will a hurdle race, however instead of actual hurdles they will have to run and jump over the hurdle that has the image of a healthy food item. Once they have made it through the hurtles they will race through the tires while dodging flying junk food. Then they reach the eating challenge where they run up to the table and have a seat. Foods will start landing on their plate and they have to choose to eat it or toss it and not let things get too piled up. Next they will swim in an underwater world where the goal is to pick up the appropriate foods on the bottom and put them in their appropriate pyramid section. The final challenge is a bicycle race to the finish line. On their way there they are going to aim to ride through glowing hologram images of healthy foods, while avoiding images of bad foods, and then cross the finish line.

//Wii fit board and wii remote:// Use the Wii board to move and navigate the challenge. The Champion Challenge will incorporate the movements of the previous challenges. Each part of the challenge will give a brief prep screen with instructions on how to utilize the wii fit board and remote for each phase of the challenge.

//Technical Elements// Wii Fit Nutrition Challenge is made for the Wii videogame system for use with the Wii Fit Board.

The Wii system and games created for it cannot yet be supported in high definition like the opposing XBOX360 and PS3. The game is similar in specifications to that of the original XBOX. The majority of Wii games will run in 480p and 16:9 widescreen modes. "Wii's audio output consists of left/right analog channels that simulate surround sound using the Dolby Pro Logic II matrix. Most, if not all Wii games will run in Dolby Pro Logic II. That noted, due to the increased storage capacity of Wii discs and in turn the ability for developers to include less compressed audio files, games on Nintendo's new generation system should sound crisper than those on GameCube." (wii.ign)

"An SD and SDHC* memory card can be used to store Wii-related data such as game save information, certain data from the Wii Channel applications, and to transfer compatible data (such as digital photos and MP3s/AACs) to the Wii console from other devices. If you have Wii Menu 4.0, you'll get the SD Card Menu which will allow you to launch games and Wii Channels directly from the SD Card Menu." There is relatively little storage available on the system itself, and what is available will be used for downloads. A memory card will be needed for saving games. (Nintendo website)

**Motivational Issues**
​ The game will employ kinesthetic learning as players compete against the game to earn points. The movement will be key to engaging the learner who will not just select the correct answer but jump, lunge, and grab for it. With the numerous activities, players will not be faced with the same competition each time preventing boredom and engaging curiousity as they explore the various elements in each activity. One of the factors that seems to draw people in to the Wii over more technologically advanced gaming systems in terms of graphics and sound is the physicality of playing a game with the Wii. Making sure that we incorporate different movement in each activity will keep the game fresh and engaging.  Players are immediately aroused by the novelty and cartoonish fun nature of the game aesthetics. Sound and bright colors draw them into a sort of Saturday morning episode. The uncertainty with which they select a challenge might come from a preconceived notion of what that event would be like in their normal life. The menus and windows of the many challenges create curiosity coupled with real-life reflection about such events. Players will begin to wonder what food items will be offered. Will the event be similar to their interpretation of the event and what they know to be customary? The challenges offer much in variability. The movements and tasks assigned to the challenges, varies as well. Some will require players to use their feet, some just their hands, some both, and some just their finger and brain. ||  || **Goal orientation **
 * We proceeded using J.M. Keller's ARCS categories for motivational design: **
 * **ATTENTION** ||  || **RELEVANCE** ||   || **CONFIDENCE** ||   || **SATISFACTION** ||
 * **Perceptual arousal **
 * Inquiry arousal **
 * Variability **

<span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">The overlying goal is to have the player come away with some better understanding of proper food choices and calorie information so that they may make better choices in their real lives.

Another important goal is that the player receives some stimulating exercise both mentally and physically while playing the game. <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">When a player begins to be successful throughout the challenges, the motivation to learn more and complete more becomes heightened. Hopefully seeing a change in the avatar weight will inspire proper choices in real life and motivation will also arrive from real weight loss. Familiarity ** <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Food is familiar to all of us. Daily events such as the challenges in the game are familiar to all of us. What may not be familiar is calorie awareness. This game will help the player become more aware of calorie counts and better food choices. <span style="font-family: 'Times New Roman','serif'; font-size: 8pt;"> ||   || **<span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Learning requirements ** <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Players will receive a sort of subliminal instruction throughout the process of game play. Understanding comparative choice, calorie count and identification, and portion implications will be intrinsically “fed” to the player. These skills will undoubtedly extend beyond the game world into their real world eating experiences. The opportunities to successfully complete the challenges are numerous. Within each challenge, difficulty levels arise. Trophies are earned. Jewels are rewarded. Weight is lost. Real knowledge and understanding is gained. <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Choice of the challenges gives the player control. Their mood could drive their choice. Control of the mii using the controllers and the fit board create a sense of ownership and determination. Challenge activities vary, thereby allowing the player to control the amount of exercise or activity they wish to perform. ||  || **<span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Intrinsic reinforcement ** <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">The ability to walk, jump, move or select while thinking quickly creates success within the player. After continuing success and earning trophies, there is an intrinsic nature that reinforces the players desire to continue. Seeing the avatar lose weight and gain rewards is a personal motivator that creates an internal attitude of determination. <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Using that intrinsic knowledge and attitude leads to the extrinsic awards. Consciously or unconsciously making better food choices, and controlling portion size will help the player live a more satisfying life and help reduce the amount of weight associated with bad eating habits.
 * <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Motive matching **
 * <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">
 * Success opportunities**
 * <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Personal control **
 * <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Extrinsic rewards **

<span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">There is a consistent standard for achievement and success. Time limits are offered with each challenge and points earned lead to rewards. Feedback is offered via sound and bubble notes. || <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 80%; text-align: left;"> <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 10pt; text-align: left;">We also referred to Malone and Lepper’s //Heuristics for Designing Intrinsically Motivating Instructional Environments// as a guide for designing this learning experience: <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 90%;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 92%;"> **Our use of Lepper & Malone’s Strategies of //Interpersonal// Motivation are defined as follows:**
 * <span style="font-family: 'Verdana','sans-serif'; font-size: 8pt;">Equity **
 * 1) <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 80%; text-align: left;">The variety of challenges in this game help keep the player’s skills in tune. Switching their movements from one challenge to another creates an internal challenge to get better with each skill. It allows the mii to select a challenge or not, which has been difficult while attempting to better their skills.
 * 2) <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 80%; text-align: left;">The ability to recognize the foods and determine their calorie count in comparison to others is in itself difficult, but adding the time factor creates a sense of urgency that may allow for easy mistakes in movement and selection.
 * 3) <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 80%; text-align: left;">The game also gets continually more difficult as a player moves through the skill levels.
 * Curiosity**
 * 1) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">There is an internal curiosity regarding the foods we normally eat. For the person who is new to calorie counting and weight loss, this unknown may create inquisitive aspirations. The game, providing a huge variety of food knowledge, will help to foster that interest.
 * 2) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">Once players begin to each challenge, the graphics, sounds, and comical, cartoonish nature of the play will draw their curiosity into seeing and playing the next challenge. The variety will alone contribute to their curiosity.
 * Control**
 * 1) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">The ability to choose your challenge is very appealing to the player. Depending on the mood (and conscious knowledge of onlookers), the player may choose a challenge the excel in. Alternatively, they may choose a more complex challenge when they feel failure may not be so noticed.
 * 2) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">The Mii’s ability to control the avatar will change based on the challenge. Some challenges give control through the fit board, others with the Wii hand controller.
 * 3) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">The ability to select screens which provide calorie count and progress information are right at their fingertips. Having the Nutrition Assistant screen provides security and immediate feedback.
 * Fantasy**
 * 1) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;">Everyone loves to eat. Mostly we have trouble with the weight associated with the act. The game takes normal everyday eating situations and allows the player to live in a fantasy of food choices. Oh! What heaven that would be.
 * 2) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 90%;">The emotion associated with food choices can range from joy at holidays and frustration at fast food. There can be warm and loving feelings associated with eating. True endeavors to “be good” are thwarted by the pleasures of new foods. Just think if we could put smell into the game. That would be fantasy!
 * 3) <span style="font-family: Arial,Helvetica,sans-serif; font-size: 90%;">Each challenge creates a world of fantasy aided by the graphics and sound of the movement.

<span style="font-family: Arial,Helvetica,sans-serif;"><span style="font-family: 'Times New Roman','serif'; font-size: 12pt;">1.<span style="font-family: 'Times New Roman'; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"> <span style="font-family: 'Arial','sans-serif'; font-size: 9pt;">The extent of cooperation lies solely with the mii and the hardware needed to perform the action. Hand and eye coordination need to be in cooperation with feet and lower body extremities in a variety of different movements and expectations in order to ensure the mii is progressing. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt;">

2.<span style="font-family: 'Times New Roman'; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"> <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Competition is two-fold. There is a competitive nature created within the mii to advance and progress. The ability to review the state page will allow the player to preview their avatar for diminishing achieving weight loss. And there is a competitive spirit between the mii and the computer (waitress, food fairy, etc.) avatars created within each of the challenges. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt;">

3.<span style="font-family: 'Times New Roman'; font-size-adjust: none; font-size: 7pt; font-stretch: normal; font-style: normal; font-variant: normal; font-weight: normal; line-height: normal;"> <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Recognition comes with close ups of a slimmer avatar. And with the advancement of levels within the challenges. <span style="font-family: 'Times New Roman','serif'; font-size: 12pt;"> <span style="font-family: 'Arial','sans-serif'; font-size: 10pt;">Satisfaction could be carried with the player beyond the game, when they make a food choice that they have learned from playing the game.

<span style="color: #000000; font-family: Arial,Helvetica,sans-serif;">**<span style="font-family: Arial,Helvetica,sans-serif; font-size: 12pt;">Design Elements ** <span style="color: #000000; font-family: Arial,Helvetica,sans-serif; font-size: 10pt;"><span style="font-family: Arial,Helvetica,sans-serif; font-size: 120%;">Flow**:** The overall flow is chaotic. It lends to the cartoonish and campy theme of the game. Players choose their challenges. Once they are quite exhausted performing the exercise of one, they may choose to attempt another less exerting challenge. This carnival type atmosphere goes on throughout the challenges and the ability levels of the challenges. It mixes up with the varied movements and activities the player must perform within each challenge. But throughout the commotion, players have a sense of control where they are receiving critical information and can obtain data which may be necessary to continue. All the while they receive trophies and jewels to continue their quest for better food understanding. There is order in the menu choices. Players can easily choose to review their standings, points, and trophy counts. They can review what they have accomplished and what still needs to be completed. <span style="font-family: Arial,Helvetica,sans-serif; font-size: 12pt;"> Balance**:** <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;"> The game appears to be random in its activities and challenge scenarios. But the balance comes within the food theme. As daily life food scenarios go, these are the norm. Throughout the challenges, balance in understanding food, calories, and portions are evident. No two challenges are the same, thereby forcing the player to think about the food and react to it differently with each scenario. The constant is the food, calories, portions and the player’s ability to react quickly in some fashion or another. <span style="font-family: Arial,Helvetica,sans-serif;"> <span style="font-family: Arial,Helvetica,sans-serif; font-size: 12pt;">Integration <span style="font-family: Arial,Helvetica,sans-serif; font-size: 12pt;">: <span style="font-family: Arial,Helvetica,sans-serif; font-size: 10pt;">Designers have worked to integrate some aspect of movement and reaction with most challenges. A few of the challenges require mental capabilities only. All require quick thinking and reaction. The integration and logistics of these activities relate very closely to the normal everyday challenges we face. Integration of an effective user interface is the key. Ensuring that the mii actually is moving with the fit board or hand controller is important to creating a life like game experience <span style="font-family: 'Times New Roman','serif'; font-size: 12pt;">. <span style="font-family: Arial,Helvetica,sans-serif; font-size: 120%;">Clarity: <span style="font-family: Arial,Helvetica,sans-serif; font-size: 108%;">All elements on each given page have a reason to be there. Artistic design is abstract as to include only the relevant atmosphere without clutter of the room or environment. Backgrounds, graphics and text have specific roles and are essential to the well being and success of the mii throughout the game. Text size and colors have a uniform presence which carries over to a strong interface experience. <span style="display: block; font-family: Arial,Helvetica,sans-serif; font-size: 110%; text-align: left;"><span style="font-family: Arial,Helvetica,sans-serif; font-size: 120%;">Fun**:** The integration of time creates the fun and challenging aspects of the game. A cartoon sense of urgency and frivolity mixed with the fast movements of the interface lend to an enjoyable game experience. The integration of family gatherings and social events make the player feel comfortable in their surrounding and allow for a more rewarding and fun experience.

<span style="font-family: Arial,Helvetica,sans-serif; font-size: 80%;"> Design Process:
Early in the project we were in agreement that a Wii game would be the best medium for our particular egame. The fit board with its ability to involve movement in game play would be ideal for a game that was encouraging people to take an interest in their fitness/nutritional level.

Our original idea involved a single activity game where players would advance through levels of the same game. We decided that to increase enjoyment and add to longevity of playtime, we would have a series of activities with various levels. This would allow us to teach a variety of topics with each activity centered around a different nutritional dilemma. It would also allow us to implement a variety of different movements since each activity would be different. Some may involve jumping, while others are punching or grabbing. Again the variety will add to the entertainment value of the game.

We used our own experiences as Wii players and video game players to help design our game. We explored gaming websites to gather product information for similar games. We solicited the opinions and feedback of our instructors and fellow students to see if the game seemed playable. We researched specifications of the Wii system to find out graphic, sound, and storage limitations. We realized when working on the design doc that when it came to the actual creation, none of us were very familiar with the system limitations. We had to research system information to know what would be the constraints on our game creation.

Originally our idea was to incorporate a lot of running and jumping into the challenges, however we also wanted to primarily use the wii fit board. After doing a little more research on what you can and not do with the wii fit board we decided to modify our activities to use lower impact movements in order to maneuver through the various challenges.

In our initial design we were going to have one conveyor belt challenge game where food comes at the player faster and faster, and you have to run and jump over the various foods, while jumping on the healthy foods to earn points. We thought we needed additional activities, so this activity became one of our challenges.

We also thought about having one long activity where the player enter into a nutrition land. Along the way they would be faced with activities and trivia questions, and depending on their decisions their Mii would gain weight (get larger), lose weight (get smaller), or maintain their weight (stay the same size). In addition the player would have a running points total from each challenge, and would maneuver their way through the world. While brainstorming ideas for the challenges within this land, we decided that having a simpler format and allowing the players to select the way they interact with the game would be more interesting and potential be better for gaining the interest of a variety of players.

<span style="font-family: Arial,Helvetica,sans-serif;">References

 * <span style="font-family: Arial,Helvetica,sans-serif;">Bowden, J. (2007). //The 150 Healthiest Foods on Earth.// Massachusetts: Fair Winds Press.
 * <span style="font-family: Arial,Helvetica,sans-serif;">Bowden, J. (2007). //The Healthiest Meals on Earth.// Massachusetts: Fair Winds Press.
 * <span style="color: black; font-family: 'Arial','sans-serif'; font-size: 10pt;">Farr, J., Malone, T., Lepper, M. (2001). __Making learning fun: A taxonomy of intrinsic motivations for learning__. In R.E. Snow (ed). Aptitude, Learning, and Instruction (pp. 223-253). Philadelphia: Lawrence Erlbaum Associates, Inc. <span style="font-family: Arial,Helvetica,sans-serif;">
 * <span style="font-family: Arial,Helvetica,sans-serif;">Fullerton-Smith, J. (2007). //The Truth About Food: What You Eat Can Change Your Life.// New York: Bloomsbury
 * <span style="font-family: Arial,Helvetica,sans-serif;">Keller, J.M. (1987a). Development and use of the ARCS model of motivational design. Journal of Instructional Development, 10(3), 2-10.
 * <span style="font-family: Arial,Helvetica,sans-serif;">McKeith, G. (2006). //You are what you eat//. New York: Plume.
 * <span style="font-family: Arial,Helvetica,sans-serif;">Schell, J. (2008). //The art of game design: A book of lenses//. San Francisco: Morgan Kaufmann.
 * <span style="font-family: Arial,Helvetica,sans-serif;">USDA. (September 9, 2009). //MyPyamid//. Retrieved 12/01/09 from []
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